@ai-rpg-engine/modules 1.0.0

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Files changed (117) hide show
  1. package/dist/belief-provenance.d.ts +41 -0
  2. package/dist/belief-provenance.d.ts.map +1 -0
  3. package/dist/belief-provenance.js +254 -0
  4. package/dist/belief-provenance.js.map +1 -0
  5. package/dist/belief-provenance.test.d.ts +2 -0
  6. package/dist/belief-provenance.test.d.ts.map +1 -0
  7. package/dist/belief-provenance.test.js +139 -0
  8. package/dist/belief-provenance.test.js.map +1 -0
  9. package/dist/cognition-core.d.ts +89 -0
  10. package/dist/cognition-core.d.ts.map +1 -0
  11. package/dist/cognition-core.js +370 -0
  12. package/dist/cognition-core.js.map +1 -0
  13. package/dist/cognition-core.test.d.ts +2 -0
  14. package/dist/cognition-core.test.d.ts.map +1 -0
  15. package/dist/cognition-core.test.js +215 -0
  16. package/dist/cognition-core.test.js.map +1 -0
  17. package/dist/combat-core.d.ts +11 -0
  18. package/dist/combat-core.d.ts.map +1 -0
  19. package/dist/combat-core.js +152 -0
  20. package/dist/combat-core.js.map +1 -0
  21. package/dist/dialogue-core.d.ts +10 -0
  22. package/dist/dialogue-core.d.ts.map +1 -0
  23. package/dist/dialogue-core.js +172 -0
  24. package/dist/dialogue-core.js.map +1 -0
  25. package/dist/district-core.d.ts +59 -0
  26. package/dist/district-core.d.ts.map +1 -0
  27. package/dist/district-core.js +224 -0
  28. package/dist/district-core.js.map +1 -0
  29. package/dist/district-core.test.d.ts +2 -0
  30. package/dist/district-core.test.d.ts.map +1 -0
  31. package/dist/district-core.test.js +157 -0
  32. package/dist/district-core.test.js.map +1 -0
  33. package/dist/environment-core.d.ts +78 -0
  34. package/dist/environment-core.d.ts.map +1 -0
  35. package/dist/environment-core.js +229 -0
  36. package/dist/environment-core.js.map +1 -0
  37. package/dist/environment-core.test.d.ts +2 -0
  38. package/dist/environment-core.test.d.ts.map +1 -0
  39. package/dist/environment-core.test.js +252 -0
  40. package/dist/environment-core.test.js.map +1 -0
  41. package/dist/faction-cognition.d.ts +39 -0
  42. package/dist/faction-cognition.d.ts.map +1 -0
  43. package/dist/faction-cognition.js +139 -0
  44. package/dist/faction-cognition.js.map +1 -0
  45. package/dist/faction-cognition.test.d.ts +2 -0
  46. package/dist/faction-cognition.test.d.ts.map +1 -0
  47. package/dist/faction-cognition.test.js +166 -0
  48. package/dist/faction-cognition.test.js.map +1 -0
  49. package/dist/index.d.ts +31 -0
  50. package/dist/index.d.ts.map +1 -0
  51. package/dist/index.js +18 -0
  52. package/dist/index.js.map +1 -0
  53. package/dist/inventory-core.d.ts +10 -0
  54. package/dist/inventory-core.d.ts.map +1 -0
  55. package/dist/inventory-core.js +69 -0
  56. package/dist/inventory-core.js.map +1 -0
  57. package/dist/knowledge-decay.test.d.ts +2 -0
  58. package/dist/knowledge-decay.test.d.ts.map +1 -0
  59. package/dist/knowledge-decay.test.js +143 -0
  60. package/dist/knowledge-decay.test.js.map +1 -0
  61. package/dist/narrative-authority.d.ts +40 -0
  62. package/dist/narrative-authority.d.ts.map +1 -0
  63. package/dist/narrative-authority.js +89 -0
  64. package/dist/narrative-authority.js.map +1 -0
  65. package/dist/narrative-authority.test.d.ts +2 -0
  66. package/dist/narrative-authority.test.d.ts.map +1 -0
  67. package/dist/narrative-authority.test.js +237 -0
  68. package/dist/narrative-authority.test.js.map +1 -0
  69. package/dist/observer-presentation.d.ts +74 -0
  70. package/dist/observer-presentation.d.ts.map +1 -0
  71. package/dist/observer-presentation.js +277 -0
  72. package/dist/observer-presentation.js.map +1 -0
  73. package/dist/observer-presentation.test.d.ts +2 -0
  74. package/dist/observer-presentation.test.d.ts.map +1 -0
  75. package/dist/observer-presentation.test.js +156 -0
  76. package/dist/observer-presentation.test.js.map +1 -0
  77. package/dist/perception-filter.d.ts +46 -0
  78. package/dist/perception-filter.d.ts.map +1 -0
  79. package/dist/perception-filter.js +281 -0
  80. package/dist/perception-filter.js.map +1 -0
  81. package/dist/perception-filter.test.d.ts +2 -0
  82. package/dist/perception-filter.test.d.ts.map +1 -0
  83. package/dist/perception-filter.test.js +308 -0
  84. package/dist/perception-filter.test.js.map +1 -0
  85. package/dist/progression-core.d.ts +63 -0
  86. package/dist/progression-core.d.ts.map +1 -0
  87. package/dist/progression-core.js +232 -0
  88. package/dist/progression-core.js.map +1 -0
  89. package/dist/progression-core.test.d.ts +2 -0
  90. package/dist/progression-core.test.d.ts.map +1 -0
  91. package/dist/progression-core.test.js +328 -0
  92. package/dist/progression-core.test.js.map +1 -0
  93. package/dist/rumor-propagation.d.ts +31 -0
  94. package/dist/rumor-propagation.d.ts.map +1 -0
  95. package/dist/rumor-propagation.js +180 -0
  96. package/dist/rumor-propagation.js.map +1 -0
  97. package/dist/rumor-propagation.test.d.ts +2 -0
  98. package/dist/rumor-propagation.test.d.ts.map +1 -0
  99. package/dist/rumor-propagation.test.js +176 -0
  100. package/dist/rumor-propagation.test.js.map +1 -0
  101. package/dist/simulation-inspector.d.ts +78 -0
  102. package/dist/simulation-inspector.d.ts.map +1 -0
  103. package/dist/simulation-inspector.js +263 -0
  104. package/dist/simulation-inspector.js.map +1 -0
  105. package/dist/simulation-inspector.test.d.ts +2 -0
  106. package/dist/simulation-inspector.test.d.ts.map +1 -0
  107. package/dist/simulation-inspector.test.js +152 -0
  108. package/dist/simulation-inspector.test.js.map +1 -0
  109. package/dist/status-core.d.ts +17 -0
  110. package/dist/status-core.d.ts.map +1 -0
  111. package/dist/status-core.js +106 -0
  112. package/dist/status-core.js.map +1 -0
  113. package/dist/traversal-core.d.ts +3 -0
  114. package/dist/traversal-core.d.ts.map +1 -0
  115. package/dist/traversal-core.js +93 -0
  116. package/dist/traversal-core.js.map +1 -0
  117. package/package.json +34 -0
@@ -0,0 +1,370 @@
1
+ // cognition-core — AI knowledge, perception, intent, and memory
2
+ import { nextId } from '@ai-rpg-engine/core';
3
+ // --- Module ---
4
+ const DEFAULT_MORALE = 70;
5
+ const DEFAULT_SUSPICION = 0;
6
+ const DEFAULT_DECAY = {
7
+ baseRate: 0.02,
8
+ pruneThreshold: 0.05,
9
+ instabilityFactor: 0.5,
10
+ };
11
+ export function createCognitionCore(configOrProfiles) {
12
+ // Support both old (profiles array) and new (config object) signatures
13
+ const config = Array.isArray(configOrProfiles)
14
+ ? { profiles: configOrProfiles }
15
+ : (configOrProfiles ?? {});
16
+ const profileMap = new Map();
17
+ for (const p of config.profiles ?? []) {
18
+ profileMap.set(p.id, p);
19
+ }
20
+ const decayConfig = { ...DEFAULT_DECAY, ...config.decay };
21
+ return {
22
+ id: 'cognition-core',
23
+ version: '0.2.0',
24
+ register(ctx) {
25
+ ctx.persistence.registerNamespace('cognition-core', {
26
+ entityCognition: {},
27
+ });
28
+ // Listen to events to update entity knowledge
29
+ ctx.events.on('world.zone.entered', (event, world) => {
30
+ updatePerceptions(event, world, getModuleState(world));
31
+ });
32
+ ctx.events.on('combat.contact.hit', (event, world) => {
33
+ recordCombatMemory(event, world, getModuleState(world));
34
+ });
35
+ ctx.events.on('combat.contact.miss', (event, world) => {
36
+ recordCombatMemory(event, world, getModuleState(world));
37
+ });
38
+ ctx.events.on('combat.entity.defeated', (event, world) => {
39
+ // If perception-filter is loaded, it handles who sees/hears the defeat
40
+ if (world.modules['perception-filter'])
41
+ return;
42
+ const cogState = getModuleState(world);
43
+ broadcastBelief(world, cogState, event.payload.entityId, 'alive', false, event.tick);
44
+ });
45
+ // Knowledge decay — process on tick
46
+ ctx.actions.registerVerb('cognition-tick', (_action, world) => {
47
+ processBeliefDecay(world, decayConfig);
48
+ return [];
49
+ });
50
+ },
51
+ };
52
+ }
53
+ // --- Cognition State Helpers ---
54
+ function getModuleState(world) {
55
+ const mod = world.modules['cognition-core'];
56
+ return mod?.entityCognition ?? {};
57
+ }
58
+ export function getCognition(world, entityId) {
59
+ const cogStates = getModuleState(world);
60
+ if (!cogStates[entityId]) {
61
+ cogStates[entityId] = {
62
+ beliefs: [],
63
+ memories: [],
64
+ currentIntent: null,
65
+ morale: DEFAULT_MORALE,
66
+ suspicion: DEFAULT_SUSPICION,
67
+ };
68
+ }
69
+ return cogStates[entityId];
70
+ }
71
+ // --- Belief Operations ---
72
+ export function setBelief(cognition, subject, key, value, confidence, source, tick) {
73
+ const existing = cognition.beliefs.find((b) => b.subject === subject && b.key === key);
74
+ if (existing) {
75
+ // Update if new info is more confident or more recent
76
+ if (confidence >= existing.confidence || tick > existing.tick) {
77
+ existing.value = value;
78
+ existing.confidence = Math.min(1, confidence);
79
+ existing.source = source;
80
+ existing.tick = tick;
81
+ }
82
+ }
83
+ else {
84
+ cognition.beliefs.push({ subject, key, value, confidence, source, tick });
85
+ }
86
+ }
87
+ export function getBelief(cognition, subject, key) {
88
+ return cognition.beliefs.find((b) => b.subject === subject && b.key === key);
89
+ }
90
+ export function getBeliefValue(cognition, subject, key) {
91
+ return getBelief(cognition, subject, key)?.value;
92
+ }
93
+ /** Does this entity believe something to be true? */
94
+ export function believes(cognition, subject, key, value) {
95
+ const belief = getBelief(cognition, subject, key);
96
+ if (!belief)
97
+ return false;
98
+ if (value !== undefined)
99
+ return belief.value === value;
100
+ return true;
101
+ }
102
+ // --- Memory Operations ---
103
+ export function addMemory(cognition, type, tick, data, entityId, zoneId) {
104
+ cognition.memories.push({
105
+ id: nextId('mem'),
106
+ type,
107
+ tick,
108
+ entityId,
109
+ zoneId,
110
+ data,
111
+ });
112
+ }
113
+ export function getMemories(cognition, type) {
114
+ if (!type)
115
+ return cognition.memories;
116
+ return cognition.memories.filter((m) => m.type === type);
117
+ }
118
+ export function getRecentMemories(cognition, withinTicks, currentTick) {
119
+ return cognition.memories.filter((m) => currentTick - m.tick <= withinTicks);
120
+ }
121
+ // --- Perception ---
122
+ export function checkPerception(observer, target, world, perceptionStat, baseDifficulty) {
123
+ const modifiers = [];
124
+ // Zone light affects detection
125
+ const zone = world.zones[observer.zoneId ?? ''];
126
+ if (zone) {
127
+ const light = zone.light ?? 5;
128
+ // Low light makes detection harder
129
+ modifiers.push({ source: 'light', value: (light - 5) * 2 });
130
+ }
131
+ // Target visibility
132
+ if (target.visibility?.hidden) {
133
+ modifiers.push({ source: 'hidden', value: -20 });
134
+ }
135
+ // Observer stat
136
+ const statValue = observer.stats[perceptionStat] ?? 5;
137
+ const totalModifier = modifiers.reduce((sum, m) => sum + m.value, 0);
138
+ const threshold = baseDifficulty - totalModifier;
139
+ // Deterministic roll based on tick + IDs
140
+ const roll = deterministicRoll(world.meta.tick, observer.id, target.id);
141
+ const perceptionScore = statValue * 7 + roll;
142
+ return {
143
+ detected: perceptionScore >= threshold,
144
+ roll: perceptionScore,
145
+ threshold,
146
+ observerId: observer.id,
147
+ targetId: target.id,
148
+ };
149
+ }
150
+ // --- Intent Selection ---
151
+ export function selectIntent(entity, cognition, world, profile) {
152
+ const options = profile.evaluate(entity, cognition, world);
153
+ if (options.length === 0)
154
+ return null;
155
+ // Pick highest priority
156
+ options.sort((a, b) => b.priority - a.priority);
157
+ return options[0];
158
+ }
159
+ /** Built-in aggressive profile: attack visible hostiles, flee when low morale */
160
+ export const aggressiveProfile = {
161
+ id: 'aggressive',
162
+ evaluate(entity, cognition, world) {
163
+ const options = [];
164
+ const zone = entity.zoneId;
165
+ // Find entities in same zone
166
+ const nearby = Object.values(world.entities).filter((e) => e.id !== entity.id && e.zoneId === zone && (e.resources.hp ?? 0) > 0);
167
+ // Check for known hostiles
168
+ for (const target of nearby) {
169
+ const isHostile = believes(cognition, target.id, 'hostile', true)
170
+ || target.tags.includes('player')
171
+ || target.tags.includes('enemy');
172
+ if (isHostile) {
173
+ if (cognition.morale > 30) {
174
+ options.push({
175
+ verb: 'attack',
176
+ targetIds: [target.id],
177
+ priority: 80 + cognition.suspicion * 0.2,
178
+ reason: `attack hostile: ${target.name}`,
179
+ });
180
+ }
181
+ else {
182
+ // Low morale — flee if possible
183
+ const zoneState = world.zones[zone ?? ''];
184
+ if (zoneState?.neighbors.length) {
185
+ options.push({
186
+ verb: 'move',
187
+ targetIds: [zoneState.neighbors[0]],
188
+ priority: 90,
189
+ reason: 'flee: low morale',
190
+ });
191
+ }
192
+ }
193
+ }
194
+ }
195
+ // Default: idle/inspect
196
+ if (options.length === 0) {
197
+ options.push({
198
+ verb: 'inspect',
199
+ priority: 10,
200
+ reason: 'idle: nothing to do',
201
+ });
202
+ }
203
+ return options;
204
+ },
205
+ };
206
+ /** Built-in cautious profile: observe first, attack only when confident */
207
+ export const cautiousProfile = {
208
+ id: 'cautious',
209
+ evaluate(entity, cognition, world) {
210
+ const options = [];
211
+ const zone = entity.zoneId;
212
+ const nearby = Object.values(world.entities).filter((e) => e.id !== entity.id && e.zoneId === zone && (e.resources.hp ?? 0) > 0);
213
+ for (const target of nearby) {
214
+ const hostileBelief = getBelief(cognition, target.id, 'hostile');
215
+ const isKnownHostile = hostileBelief && hostileBelief.value === true && hostileBelief.confidence > 0.6;
216
+ if (isKnownHostile && cognition.morale > 50) {
217
+ options.push({
218
+ verb: 'attack',
219
+ targetIds: [target.id],
220
+ priority: 60,
221
+ reason: `attack confirmed hostile: ${target.name}`,
222
+ });
223
+ }
224
+ else if (cognition.suspicion > 50) {
225
+ // Suspicious but not sure — watch
226
+ options.push({
227
+ verb: 'inspect',
228
+ targetIds: [target.id],
229
+ priority: 40,
230
+ reason: `suspicious of: ${target.name}`,
231
+ });
232
+ }
233
+ }
234
+ if (options.length === 0) {
235
+ options.push({
236
+ verb: 'inspect',
237
+ priority: 10,
238
+ reason: 'idle: scanning',
239
+ });
240
+ }
241
+ return options;
242
+ },
243
+ };
244
+ // --- Internal Helpers ---
245
+ function updatePerceptions(event, world, cogStates) {
246
+ // If perception-filter is loaded, it handles filtered awareness
247
+ if (world.modules['perception-filter'])
248
+ return;
249
+ const zoneId = event.payload.zoneId;
250
+ const actorId = event.actorId;
251
+ if (!actorId || !zoneId)
252
+ return;
253
+ // All AI entities in the zone become aware of the new arrival
254
+ for (const entity of Object.values(world.entities)) {
255
+ if (entity.id === actorId)
256
+ continue;
257
+ if (entity.zoneId !== zoneId)
258
+ continue;
259
+ if (!entity.ai)
260
+ continue;
261
+ const cog = getCognition(world, entity.id);
262
+ setBelief(cog, actorId, 'location', zoneId, 0.9, 'observed', event.tick);
263
+ setBelief(cog, actorId, 'present', true, 1.0, 'observed', event.tick);
264
+ addMemory(cog, 'saw-entity', event.tick, { entityId: actorId, zoneId }, actorId, zoneId);
265
+ }
266
+ }
267
+ function recordCombatMemory(event, world, cogStates) {
268
+ const attackerId = event.payload.attackerId;
269
+ const targetId = event.payload.targetId;
270
+ if (!attackerId || !targetId)
271
+ return;
272
+ // Target ALWAYS knows attacker is hostile (direct experience, no perception needed)
273
+ const target = world.entities[targetId];
274
+ if (target?.ai) {
275
+ const cog = getCognition(world, targetId);
276
+ setBelief(cog, attackerId, 'hostile', true, 1.0, 'observed', event.tick);
277
+ addMemory(cog, 'was-attacked', event.tick, { attackerId }, attackerId, target.zoneId);
278
+ // Lower morale on being hit
279
+ cog.morale = Math.max(0, cog.morale - 10);
280
+ cog.suspicion = Math.min(100, cog.suspicion + 20);
281
+ }
282
+ // Bystander awareness — only if perception-filter is NOT handling it
283
+ if (world.modules['perception-filter'])
284
+ return;
285
+ const zone = world.entities[attackerId]?.zoneId;
286
+ if (!zone)
287
+ return;
288
+ for (const entity of Object.values(world.entities)) {
289
+ if (entity.id === attackerId || entity.id === targetId)
290
+ continue;
291
+ if (entity.zoneId !== zone || !entity.ai)
292
+ continue;
293
+ const cog = getCognition(world, entity.id);
294
+ setBelief(cog, attackerId, 'hostile', true, 0.7, 'observed', event.tick);
295
+ addMemory(cog, 'heard-combat', event.tick, { attackerId, targetId }, undefined, zone);
296
+ cog.suspicion = Math.min(100, cog.suspicion + 15);
297
+ }
298
+ }
299
+ function broadcastBelief(world, cogStates, subject, key, value, tick) {
300
+ const subjectEntity = world.entities[subject];
301
+ const zone = subjectEntity?.zoneId;
302
+ if (!zone)
303
+ return;
304
+ for (const entity of Object.values(world.entities)) {
305
+ if (entity.zoneId !== zone || !entity.ai)
306
+ continue;
307
+ const cog = getCognition(world, entity.id);
308
+ setBelief(cog, subject, key, value, 0.9, 'observed', tick);
309
+ }
310
+ }
311
+ function deterministicRoll(tick, id1, id2) {
312
+ let hash = tick * 2654435761;
313
+ for (const char of id1 + id2 + 'perception') {
314
+ hash = ((hash << 5) - hash + char.charCodeAt(0)) | 0;
315
+ }
316
+ return (Math.abs(hash) % 50) + 1; // 1-50
317
+ }
318
+ // --- Knowledge Decay ---
319
+ /** Reinforce a belief by resetting its tick to current (prevents decay) */
320
+ export function reinforceBelief(cognition, subject, key, tick, confidenceBoost = 0) {
321
+ const belief = getBelief(cognition, subject, key);
322
+ if (!belief)
323
+ return false;
324
+ belief.tick = tick;
325
+ belief.confidence = Math.min(1, belief.confidence + confidenceBoost);
326
+ return true;
327
+ }
328
+ /** Process belief decay for all entities */
329
+ export function processBeliefDecay(world, decayConfig) {
330
+ const cogStates = getModuleState(world);
331
+ const tick = world.meta.tick;
332
+ for (const [entityId, cog] of Object.entries(cogStates)) {
333
+ const entity = world.entities[entityId];
334
+ if (!entity)
335
+ continue;
336
+ // Get environmental instability for the entity's zone
337
+ let instability = 0;
338
+ if (entity.zoneId && world.modules['environment-core']) {
339
+ const envState = world.modules['environment-core'];
340
+ const dynamics = envState.dynamics?.[entity.zoneId];
341
+ const noise = dynamics?.noise ?? 0;
342
+ const stability = dynamics?.stability ?? 5;
343
+ instability = Math.min(1, noise * 0.1 + Math.max(0, (5 - stability) * 0.1));
344
+ }
345
+ // Decay each belief
346
+ const toRemove = [];
347
+ for (let i = 0; i < cog.beliefs.length; i++) {
348
+ const belief = cog.beliefs[i];
349
+ const elapsed = tick - belief.tick;
350
+ if (elapsed <= 0)
351
+ continue;
352
+ // Decay formula: confidence -= baseRate * elapsed * (1 + instability * instabilityFactor)
353
+ const decayAmount = decayConfig.baseRate * elapsed
354
+ * (1 + instability * decayConfig.instabilityFactor);
355
+ belief.confidence = Math.max(0, belief.confidence - decayAmount);
356
+ if (belief.confidence < decayConfig.pruneThreshold) {
357
+ toRemove.push(i);
358
+ }
359
+ }
360
+ // Prune dead beliefs (reverse order)
361
+ for (let i = toRemove.length - 1; i >= 0; i--) {
362
+ cog.beliefs.splice(toRemove[i], 1);
363
+ }
364
+ // Suspicion also decays (slowly)
365
+ if (cog.suspicion > 0) {
366
+ cog.suspicion = Math.max(0, cog.suspicion - 1);
367
+ }
368
+ }
369
+ }
370
+ //# sourceMappingURL=cognition-core.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=cognition-core.test.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"cognition-core.test.d.ts","sourceRoot":"","sources":["../src/cognition-core.test.ts"],"names":[],"mappings":""}
@@ -0,0 +1,215 @@
1
+ import { describe, it, expect } from 'vitest';
2
+ import { createTestEngine } from '@ai-rpg-engine/core';
3
+ import { createCognitionCore, getCognition, setBelief, getBelief, getBeliefValue, believes, addMemory, getMemories, getRecentMemories, checkPerception, selectIntent, aggressiveProfile, cautiousProfile, } from './cognition-core.js';
4
+ import { traversalCore } from './traversal-core.js';
5
+ import { combatCore } from './combat-core.js';
6
+ const makeAIEntity = (id, name, zoneId, overrides) => ({
7
+ id,
8
+ blueprintId: id,
9
+ type: 'enemy',
10
+ name,
11
+ tags: ['enemy'],
12
+ stats: { vigor: 5, instinct: 5 },
13
+ resources: { hp: 20, stamina: 5 },
14
+ statuses: [],
15
+ zoneId,
16
+ ai: { profileId: 'aggressive', goals: ['guard'], fears: ['fire'], alertLevel: 0, knowledge: {} },
17
+ ...overrides,
18
+ });
19
+ const makePlayer = (zoneId) => ({
20
+ id: 'player',
21
+ blueprintId: 'player',
22
+ type: 'player',
23
+ name: 'Hero',
24
+ tags: ['player'],
25
+ stats: { vigor: 5, instinct: 5 },
26
+ resources: { hp: 20, stamina: 5 },
27
+ statuses: [],
28
+ zoneId,
29
+ });
30
+ describe('Belief system', () => {
31
+ it('sets and gets beliefs', () => {
32
+ const engine = createTestEngine({
33
+ modules: [createCognitionCore()],
34
+ entities: [makePlayer('a'), makeAIEntity('guard', 'Guard', 'a')],
35
+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: [] }],
36
+ });
37
+ const cog = getCognition(engine.world, 'guard');
38
+ setBelief(cog, 'player', 'hostile', true, 0.8, 'observed', 1);
39
+ expect(getBelief(cog, 'player', 'hostile')).toBeDefined();
40
+ expect(getBeliefValue(cog, 'player', 'hostile')).toBe(true);
41
+ expect(believes(cog, 'player', 'hostile', true)).toBe(true);
42
+ expect(believes(cog, 'player', 'hostile', false)).toBe(false);
43
+ expect(believes(cog, 'player', 'nonexistent')).toBe(false);
44
+ });
45
+ it('updates belief with higher confidence', () => {
46
+ const engine = createTestEngine({
47
+ modules: [createCognitionCore()],
48
+ entities: [makePlayer('a'), makeAIEntity('guard', 'Guard', 'a')],
49
+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: [] }],
50
+ });
51
+ const cog = getCognition(engine.world, 'guard');
52
+ setBelief(cog, 'player', 'alignment', 'neutral', 0.5, 'assumed', 0);
53
+ setBelief(cog, 'player', 'alignment', 'hostile', 0.9, 'observed', 1);
54
+ expect(getBeliefValue(cog, 'player', 'alignment')).toBe('hostile');
55
+ });
56
+ it('does not downgrade belief with lower confidence at same tick', () => {
57
+ const engine = createTestEngine({
58
+ modules: [createCognitionCore()],
59
+ entities: [makePlayer('a'), makeAIEntity('guard', 'Guard', 'a')],
60
+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: [] }],
61
+ });
62
+ const cog = getCognition(engine.world, 'guard');
63
+ setBelief(cog, 'player', 'alignment', 'hostile', 0.9, 'observed', 1);
64
+ setBelief(cog, 'player', 'alignment', 'friendly', 0.3, 'told', 1);
65
+ expect(getBeliefValue(cog, 'player', 'alignment')).toBe('hostile');
66
+ });
67
+ });
68
+ describe('Memory system', () => {
69
+ it('records and retrieves memories', () => {
70
+ const engine = createTestEngine({
71
+ modules: [createCognitionCore()],
72
+ entities: [makePlayer('a'), makeAIEntity('guard', 'Guard', 'a')],
73
+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: [] }],
74
+ });
75
+ const cog = getCognition(engine.world, 'guard');
76
+ addMemory(cog, 'saw-entity', 1, { entityId: 'player', zoneId: 'a' }, 'player', 'a');
77
+ addMemory(cog, 'heard-noise', 3, { direction: 'north' });
78
+ expect(getMemories(cog)).toHaveLength(2);
79
+ expect(getMemories(cog, 'saw-entity')).toHaveLength(1);
80
+ expect(getMemories(cog, 'heard-noise')).toHaveLength(1);
81
+ expect(getMemories(cog, 'nonexistent')).toHaveLength(0);
82
+ });
83
+ it('filters recent memories by tick window', () => {
84
+ const engine = createTestEngine({
85
+ modules: [createCognitionCore()],
86
+ entities: [makePlayer('a'), makeAIEntity('guard', 'Guard', 'a')],
87
+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: [] }],
88
+ });
89
+ const cog = getCognition(engine.world, 'guard');
90
+ addMemory(cog, 'old-event', 1, { x: 1 });
91
+ addMemory(cog, 'recent-event', 8, { x: 2 });
92
+ addMemory(cog, 'very-recent', 10, { x: 3 });
93
+ const recent = getRecentMemories(cog, 3, 10);
94
+ expect(recent).toHaveLength(2); // tick 8 and 10
95
+ expect(recent.every((m) => m.tick >= 7)).toBe(true);
96
+ });
97
+ });
98
+ describe('Perception', () => {
99
+ it('detects visible entity in well-lit zone', () => {
100
+ const engine = createTestEngine({
101
+ modules: [createCognitionCore()],
102
+ entities: [makePlayer('a'), makeAIEntity('guard', 'Guard', 'a')],
103
+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: [], light: 8 }],
104
+ });
105
+ const guard = engine.entity('guard');
106
+ const player = engine.player();
107
+ const result = checkPerception(guard, player, engine.world, 'instinct', 30);
108
+ // Well-lit, visible player, should be detected
109
+ expect(result.observerId).toBe('guard');
110
+ expect(result.targetId).toBe('player');
111
+ expect(typeof result.detected).toBe('boolean');
112
+ expect(typeof result.roll).toBe('number');
113
+ });
114
+ it('hidden targets are harder to detect', () => {
115
+ const engine = createTestEngine({
116
+ modules: [createCognitionCore()],
117
+ entities: [
118
+ makePlayer('a'),
119
+ makeAIEntity('guard', 'Guard', 'a'),
120
+ {
121
+ ...makeAIEntity('spy', 'Spy', 'a'),
122
+ visibility: { hidden: true },
123
+ },
124
+ ],
125
+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: [], light: 3 }],
126
+ });
127
+ const guard = engine.entity('guard');
128
+ const spy = engine.entity('spy');
129
+ const result = checkPerception(guard, spy, engine.world, 'instinct', 30);
130
+ // Hidden target in dark zone = higher threshold
131
+ expect(result.threshold).toBeGreaterThan(30);
132
+ });
133
+ });
134
+ describe('Intent selection', () => {
135
+ it('aggressive profile attacks nearby hostiles', () => {
136
+ const engine = createTestEngine({
137
+ modules: [createCognitionCore()],
138
+ entities: [makePlayer('a'), makeAIEntity('guard', 'Guard', 'a')],
139
+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: ['b'] },
140
+ { id: 'b', roomId: 'test', name: 'B', tags: [], neighbors: ['a'] }],
141
+ });
142
+ const guard = engine.entity('guard');
143
+ const cog = getCognition(engine.world, 'guard');
144
+ // Guard knows player is hostile
145
+ setBelief(cog, 'player', 'hostile', true, 1.0, 'observed', 0);
146
+ const intent = selectIntent(guard, cog, engine.world, aggressiveProfile);
147
+ expect(intent).toBeDefined();
148
+ expect(intent.verb).toBe('attack');
149
+ expect(intent.targetIds).toContain('player');
150
+ });
151
+ it('aggressive profile flees when morale is low', () => {
152
+ const engine = createTestEngine({
153
+ modules: [createCognitionCore()],
154
+ entities: [makePlayer('a'), makeAIEntity('guard', 'Guard', 'a')],
155
+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: ['b'] },
156
+ { id: 'b', roomId: 'test', name: 'B', tags: [], neighbors: ['a'] }],
157
+ });
158
+ const guard = engine.entity('guard');
159
+ const cog = getCognition(engine.world, 'guard');
160
+ cog.morale = 10; // Very low morale
161
+ setBelief(cog, 'player', 'hostile', true, 1.0, 'observed', 0);
162
+ const intent = selectIntent(guard, cog, engine.world, aggressiveProfile);
163
+ expect(intent).toBeDefined();
164
+ expect(intent.verb).toBe('move'); // flee!
165
+ expect(intent.reason).toContain('flee');
166
+ });
167
+ it('cautious profile inspects when suspicious but unsure', () => {
168
+ const engine = createTestEngine({
169
+ modules: [createCognitionCore()],
170
+ entities: [makePlayer('a'), makeAIEntity('guard', 'Guard', 'a')],
171
+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: [] }],
172
+ });
173
+ const guard = engine.entity('guard');
174
+ const cog = getCognition(engine.world, 'guard');
175
+ cog.suspicion = 60;
176
+ // Only low-confidence hostile belief
177
+ setBelief(cog, 'player', 'hostile', true, 0.3, 'assumed', 0);
178
+ const intent = selectIntent(guard, cog, engine.world, cautiousProfile);
179
+ expect(intent).toBeDefined();
180
+ expect(intent.verb).toBe('inspect');
181
+ expect(intent.reason).toContain('suspicious');
182
+ });
183
+ });
184
+ describe('Event-driven cognition updates', () => {
185
+ it('AI entities learn when player enters their zone', () => {
186
+ const engine = createTestEngine({
187
+ modules: [traversalCore, createCognitionCore()],
188
+ entities: [makePlayer('a'), makeAIEntity('guard', 'Guard', 'b')],
189
+ zones: [
190
+ { id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: ['b'] },
191
+ { id: 'b', roomId: 'test', name: 'B', tags: [], neighbors: ['a'] },
192
+ ],
193
+ });
194
+ // Player moves to guard's zone
195
+ engine.submitAction('move', { targetIds: ['b'] });
196
+ const cog = getCognition(engine.world, 'guard');
197
+ expect(believes(cog, 'player', 'present', true)).toBe(true);
198
+ expect(getBeliefValue(cog, 'player', 'location')).toBe('b');
199
+ expect(getMemories(cog, 'saw-entity').length).toBeGreaterThan(0);
200
+ });
201
+ it('combat updates target beliefs and morale', () => {
202
+ const engine = createTestEngine({
203
+ modules: [traversalCore, combatCore, createCognitionCore()],
204
+ entities: [makePlayer('a'), makeAIEntity('guard', 'Guard', 'a')],
205
+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: [] }],
206
+ });
207
+ engine.submitAction('attack', { targetIds: ['guard'] });
208
+ const cog = getCognition(engine.world, 'guard');
209
+ // Guard should now know player is hostile
210
+ expect(believes(cog, 'player', 'hostile', true)).toBe(true);
211
+ // Guard's morale should have dropped
212
+ expect(cog.morale).toBeLessThan(70);
213
+ });
214
+ });
215
+ //# sourceMappingURL=cognition-core.test.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,11 @@
1
+ import type { EngineModule, WorldState, EntityState } from '@ai-rpg-engine/core';
2
+ export type CombatFormulas = {
3
+ /** Calculate hit chance (0-100). Default: 50 + attacker.instinct * 5 - target.instinct * 3 */
4
+ hitChance?: (attacker: EntityState, target: EntityState, world: WorldState) => number;
5
+ /** Calculate damage. Default: attacker.vigor + weapon bonus */
6
+ damage?: (attacker: EntityState, target: EntityState, world: WorldState) => number;
7
+ };
8
+ export declare function createCombatCore(formulas?: CombatFormulas): EngineModule;
9
+ /** Default combat module with basic formulas */
10
+ export declare const combatCore: EngineModule;
11
+ //# sourceMappingURL=combat-core.d.ts.map